Traveller Duelling: Concepts
System:
Based very loosely on Marc Miller's Traveller (4th Edition), En Garde! and the author's experiences in dojos and salles across the nation…
Rationale:
In some areas of the Third Imperium, the traditional Nobles' duel (a means of resolving disputes honourably) evolved into a sort of high-class blood sport. Initially a "private affair" for the nobility, events were gradually opened to naval and military officers, then finally to anyone with the connections to find out about the sport.
Most entrants to these events are minor nobles or naval personnel out to make a name, but the occasional martial artist or common fencer does get in. Most fights are not fatal, though it happens. Some are elegant displays of bladework, while others can be scruffy brawls, sometimes ending up on the floor.
Procedure:
After creating a Duellist, each player submits a sequence of moves for the next 3 combat rounds. This represents a period of 2-5 seconds. Each move will include a general tactic, defensive and offensive moves.
The sequence is resolved by the Referee, written up in dramatic form, and passed back to the players, who (if they can fight on) then submit more orders.
Attributes
Characters have four important Attributes:
Strength - Powerful characters can use heavier weapons effectively
Dexterity - Dexterity is useful in attack and defence, as well as mobility
Endurance - Endurance allows a character to soak up damage and keep fighting
Intelligence - Smarts are useful mainly for special actions, and to avoid mistakes
Characters have a "stamina pool" equal to twice their Endurance. They can absorb this much damage without any ill effects. After this, damage begins to reduce their capabilities. Attack damage reduces Strength, Dexterity and Endurance until 1 or more of them hit 0. At this point the character collapses unconscious. 2 attributes at 0 indicates a very severe wound, while 3 will often result in death.
Skills
A character has one or more Combat Skills, which are chosen from:
Bladework - skill at attacking and parrying with a sword
Footwork - used to stay upright and to open or close range
Evade - dodging attacks rather than parrying them
Infighting - nasty close-in strikes with the hilt, plus fists and such like
Kicking - kicking….
Tactics - a useful skill in various situations
Throw Weapon - some people like to throw their swords
Wrestling - grabbing at swordarms etc can be useful. May disarm opponent
All skills are rated from level 0 (no skill) to 1 or more. Note that skill 0 means that the character can attempt the action, but with no training or skill, his chances of success are drastically reduced. Superior skill also affects the chance to succeed – a defender's skill is subtracted from the attacker's target number, making highly skilled characters very dangerous.
Resolving Actions:
The actions of the 2 duellists are resolved simultaneously in each round. Skill rolls are used to determine if a character is successful in his action. The target number is (Skill level + Attribute), which the referee will try to roll under. Most actions are of Average difficulty, meaning that the Referee will roll 2 dice.
The order in which actions land (or are resolved) is determined by the characters' tactics rather than an arbitrary Initiative system.
System:
Based very loosely on Marc Miller's Traveller (4th Edition), En Garde! and the author's experiences in dojos and salles across the nation…
Rationale:
In some areas of the Third Imperium, the traditional Nobles' duel (a means of resolving disputes honourably) evolved into a sort of high-class blood sport. Initially a "private affair" for the nobility, events were gradually opened to naval and military officers, then finally to anyone with the connections to find out about the sport.
Most entrants to these events are minor nobles or naval personnel out to make a name, but the occasional martial artist or common fencer does get in. Most fights are not fatal, though it happens. Some are elegant displays of bladework, while others can be scruffy brawls, sometimes ending up on the floor.
Procedure:
After creating a Duellist, each player submits a sequence of moves for the next 3 combat rounds. This represents a period of 2-5 seconds. Each move will include a general tactic, defensive and offensive moves.
The sequence is resolved by the Referee, written up in dramatic form, and passed back to the players, who (if they can fight on) then submit more orders.
Attributes
Characters have four important Attributes:
Strength - Powerful characters can use heavier weapons effectively
Dexterity - Dexterity is useful in attack and defence, as well as mobility
Endurance - Endurance allows a character to soak up damage and keep fighting
Intelligence - Smarts are useful mainly for special actions, and to avoid mistakes
Characters have a "stamina pool" equal to twice their Endurance. They can absorb this much damage without any ill effects. After this, damage begins to reduce their capabilities. Attack damage reduces Strength, Dexterity and Endurance until 1 or more of them hit 0. At this point the character collapses unconscious. 2 attributes at 0 indicates a very severe wound, while 3 will often result in death.
Skills
A character has one or more Combat Skills, which are chosen from:
Bladework - skill at attacking and parrying with a sword
Footwork - used to stay upright and to open or close range
Evade - dodging attacks rather than parrying them
Infighting - nasty close-in strikes with the hilt, plus fists and such like
Kicking - kicking….
Tactics - a useful skill in various situations
Throw Weapon - some people like to throw their swords
Wrestling - grabbing at swordarms etc can be useful. May disarm opponent
All skills are rated from level 0 (no skill) to 1 or more. Note that skill 0 means that the character can attempt the action, but with no training or skill, his chances of success are drastically reduced. Superior skill also affects the chance to succeed – a defender's skill is subtracted from the attacker's target number, making highly skilled characters very dangerous.
Resolving Actions:
The actions of the 2 duellists are resolved simultaneously in each round. Skill rolls are used to determine if a character is successful in his action. The target number is (Skill level + Attribute), which the referee will try to roll under. Most actions are of Average difficulty, meaning that the Referee will roll 2 dice.
The order in which actions land (or are resolved) is determined by the characters' tactics rather than an arbitrary Initiative system.